A 




Auction 



Bridge Don'ts 



3V 1282 
C3 
>opy 1 




BY 

WALTER CAMP 



41 



UNIFORM WITH THIS VOLUME 

BRIDGE DON'TS 

Price, net 50 Cents 



CONDENSED 
AUCTION 

FOR THE BUSY MAN 



T^ON'T blame your 

partner or the 

cards unless you follow 

these DONT'S 



BY 

WALTER CAMP 




iSeto ^orfe 
THE PLATT & PECK CO. 






Copyright. 1912 
By THE PLATT & PECK CO. 



^C!.A312410 



To 

"matt" anb "pir* 

Good Partners 



PR E FA C E 

r JL^ HE success of "Bridge 
A Dont's" which was 
compiled to aid the player 
who wished a condensation 
of the best points of the 
various systems has natu- 
rally led to a similar publi- 
cation for Auction. My 
only hope is that this at- 
tempt will meet with as 
favorable a reception. 



GENERAL 
BRIEF SYNOPSIS 



AUCTION DON'TS 



T 



HE general rules of 
Bridge govern. 



General 



^ The dealer has first dec- B"ef 
laration. He declares the 
number he guarantees to 
win in odd tricks, naming 
his trump or no trump. 
The other three hands, pass- 
ing to the left, are privileged 
to over bid. 



AUCTION DON'TS 

fl The bids count according 
to their value: 



The 
Value of 


OLD COUNT 


Tricks 


No Trumps 12 




Hearts - 8 




Diamonds 6 




Clubs - 4 




Spades - 2 




NEW COUNT 




No Trumps 10 




Lilies (Royal 




Spades) 9 




Hearts - 8 




Diamonds 7 




Clubs - 6 




Spades - 2 



AUCTION D O N ' T S 

I in hearts is 8, but a bid 
of a lower suit totaling in 
value the same as the heart 
suit has the preference; that 
is, 4 spades will beat i 
heart; 2 diamonds will beat 
I no trump. 

fl If the player other than 
the dealer does not care to 
make a higher declaration 
he passes. A player may 
over bid his opponent's dec- 
laration and may also over 
bid his partner's declara- 
tion, but he cannot over bid 



AUCTION DON'TS 

his own declaration which 
has been passed by the three 
other players. 

fl When the last declaration 
has been passed by the three 
other players the player 
who has first made such 
declaration shall play the 
combined hands of himself 
and partner, the latter be- 
coming dummy. 

flWhen the declarer wins 
at least as many odd tricks 
as he promises, he scores the 
full value of these tricks. 



A U C T I O N D O N'T S 

When he fails, his adver- 
saries score in the honor 
column 50 points for each 
trick short of the declared 
number ; if the declaration 
has been doubled or re- 
doubled 100 or 2 00 respect- 
ively for each such trick 
short. 



In case of failure to take 
the required number of 
tricks neither the declarer 
nor his opponents score any- 
thing below the line. The 
loss on the declaration of i 



A U C tf O N '£) O N'T S 

spade, however, is limited 
to loo points whether 
doubled or not, but if re- 
doubled there is no limit, 
q If a player declares out of 
turn either adversary may 
demand a new deal or 
allow the declaration to 
stand. If a player declares 
an insufficient number of 
tricks to over bid he is con- 
sidered to have declared the 
requisite number of tricks 
provided either adversary 
calls attention to the insuf- 
ficiency. 



A U C T I O N D O N ' T S 

fl Any declaration may be 
doubled once but no more; 
nor can a player double 
his partner's declaration 
nor redouble his partner's 
double. He may, however, 
redouble a declaration of 
his partner which has been 
doubled by an adversary. 

^ Doubling or redoubling 
reopens the bidding. 

^ When a declaration has 
been doubled, if the declarer 
makes good he scores a bo- 
nus of 50 points for taking 



PRELIMINARY DON'TS 



AUCTION DON'TS 

DON'T delay on Dec- Preiimi- 
laration. Don'ts 

fl Don't add an explanation. 

^ Don't forget your bid is 
dependent upon the score 
whether you wish to 

win the game, 

save the game, 

or defeat opponents. 



AUCTION DON'TS 

DON'T forget good form 
in Auction requires the 
observance of certain eti- 
quette as follows: 

^ Cut toward the dealer, 
but do not complete the cut. 

^ Keep your score sheet 
where all the players can 
see it. 

^ Dealer's partner collects 
the cards from the preced- 
ing deal and shuffles the 
cards first. Each player has 
the right to shuffle consecu- 



AUCTION DO N'T S 

tively, and the dealer has the 
right to shuffle last. 

^ When you have shuffled 
place the cards face down 
on the left of the player 
whose deal comes next. 

9 Make up your books cor- 
rectly; that is, when play- 
ing against the declarer close 
your book when it is neces- 
sary for him to take ail the 
remaining tricks. 



State your methods of 
declaration. 



AUCTION DO N'T S 

9 Place Dummy's trumps 
on the right and alternate 
the red and black. 



Don't demand the placing 
of the cards in order to call 
your partner's attention to 
any card or play. 

fl Don't play a card with 
such emphasis as to draw 
attention to it. 

fl Don't take one card from 
your hand and then play 
another. 

^ Don't incur a penalty in- 
tentionally. 



AUCTION DO N'T S 

fl Don't make a second re- 
voke to conceal the first. 

fl Don't indulge in discus- 
sion. 

fli Don't, as dummy, leave 
your seat to watch your 
partner's play. 

fl Don't look at any of your 
cards until the deal is com- 
pleted. 



STANDARD 
DECLARATIONS 




AUCTION DON'TS 

Standard Declaration original 
Don'ts ^^""[^''l 

Declaration 

General Principles No Score 

ON'T fail to declare: 

I. Two no frumpy ii very 
strong in three suits and afraid of 
one red suit. 

2. One no trump y if protected 
in three suits and average hand. 

3. Two hearts with great 
strength in the suit. Ace, King, 
Jack, and three others, or Ace, 
two and four others. 

4. Two diamonds y same as 
above for hearts. 

5. One heart or one diamond 
with two sure tricks in that suit. 



AUCTION DONETS 

6. Two clubs with the suit 
absolutely established. Ace, King, 
Queen and two or more others. 

7. One club if you can take 
care of that suit and a generally 
good hand. 

8- Two spades if strong in 
spades and want a no trump or 
want spades led if opponents de- 
clare no trump. 

9. One spade if generally 
weak hand. 



AUCTION DON'TS 

If you don't play the "One Trick checking 
Bid" the following while not infallible Count for 

is a quick guide. Ordinary 

DDeclara- 
ON'T bid one in red *'o°« 

make unless your 
hand counts five or over on 
the following basis (hold- 
ing at least four cards and 
two honors of the make). 
Count as tricks lost in each 
suit throughout the hand: 
One for each missing Ace, 
King and Queen. If there 
be five or more cards remain- 
ing the bid is safe. Every 
additional one justifies go- 
ing up if forced. 



AUCTION DON'T S 

^ Don't raise your partner's 
make unless you have two 
sure tricks. You can raise 
him if necessary, one for 
each sure trick over one. 
That is, he counts on you 
for one trick on above make. 
If you have another it is 
one more than he counts 
on. 







AUCTION DON'TS 



Second 
Hand 



DON'T forget if dealer 
has declared one Deciaratior 
spade better pass unless too 
good a hand to lose, then 
your declarations are same 
as if you were dealer ex- 
cept you know that dealer 
is weak. 

^ Don't fail to double one 
spade or one club if you 
hold two or more tricks in 
that suit. 

Q Don't double any other 
one trick declaration. 

^ Don't fail to raise two 



AUCTION DON'TS 

spades or two clubs, one 
diamond or one heart if 
very anxious to give infor- 
mation to partner which 
suit to lead against no 
trump by third player. 



AUCTION DON'TS 

DON'T fail to declare 
no trump if protected 
in three suits and your 
partner has shown strength 
in your weak suit. 
fl Don't fail to make highest 
call your hand admits if 
dealer has declared one 
spade and second hand has 
passed; One no trump if 
the hand justifies, but if no 
fairly sound call in hand 
must pass even though 
leaves dealer in. 
fli Don't fail to increase 
partner's bid of one club, 



Third 
Hand 
Declaratioa 



AUCTION DON'TS 

second hand having passed, 
by showing, if you have it, 
an Ace, King suit; with a 
poor hand never bid two 
spades to show you are weak 
except you are playing the 
"One Trick Bid" earlier 
described. 

C| Don't hesitate to overcall 
partner's one no trump if 
hold strong heart or dia- 
mond make and no outside 
support, indicating that 
hand is either game with 
that trump or useless except 
in that suit. 



AUCTION DON'T S 



D 



ON'T take opponents f^"*"**^ 

i 1 ^ Player* 

out of a black suit Declaration 



unless having a bid that is 
fair chance to go game. 

^ Don't fail to^pverbid deal- 
ers one no trump if essential 
to give partner information. 

^ Don't do this in case of 
third player's declaration, be- 
cause you will yourself have 
the lead. 

^ Don't hesitate to go one 
no trump over third player's 
one heart or one diamond 
to force him up if you can 



AUCTION DO N'T S 

afford to take the chance of 
playing it. 

fl Don't over call partner 
except under same condition 
as third player would over 
call dealer. 



DOUBLING 



AUCTION DO N'T S 

DON'T forget a double Doubung 
in Auction is unlike 
a double in Bridge. In Auc- 
tion it merely means a denial 
of the declarer's ability to 
fulfil his contract. 
Q Don't double a one trick 
declaration unless it is black, 
fl Don't try risky double 
that will help opponents to 
go game — but take a chance 
when it is a free double, that 
is, would go game anyway 
without the double. 

Don't double a high bid — 
three or more — without aces 
and kings. 



AUCTION DON'T S 

DON'T fail on partner's 
double in no trump 
to lead your highest spade, 
i.e., failing any other infor- 
mation unless you have very 
strong suit of your own. 

^ Don't lead any other than 
regular Bridge leads on low 
bids without other informa- 
tion. 

fl Don't delay on higher 
bids to take your tricks — lead 
your aces and kings. 

9 Don't lead against no 
trump — failing other infor- 



AUCTION DON'TS 

mation — your red suits — start 
the black. 

^ Don't hesitate to lead your 
own suit to partner's decla- 
ration, if it is good enough 
to open with an honor — if 
not open partner's suit with 
command or highest of two 
honors in sequence or high- 
est of three or less; lowest 
of four or more. 



AUCTION DO N'T S 

SudSs rAON'T "keep the flag 
"*-^ flying" at too great a 
risk. 

€| Don't forget that if you 
stop the opponents by over- 
bidding your hand so that 
you are set much over 200 
you run the chance of hav- 
ing no balance even with 
your 250 for the rubber. 

^ Don't ignore the fact that 
you are no nearer the rub- 
ber after this than before. 

^I Don't make the other 
mistake of letting them play 



AUCTION DON'TS 

the hand on a low bid and 
make the rubber when your 
hand justifies forcing them 
up to the danger point. 

^ Don't waste a sure chance 
to set your opponents 200 
or 300. Remember you 
have a chance for the rubber 
in addition. 

^ Don't on the other hand 

let a chance for the rubber 

game go by for the sake of 

setting opponents 50 or 

100. 

^ Don't forget that unless 



AUCTION DO N'T S 

it be to stop opponents go- 
ing game it does not pay to 
secure the playing of any 
hand that will not give you 
game. 

^ Don't forget that aces 
and kings keep their value 
in all the shifting changes 
of bid. 

^ Don't get so occupied in 
studying your own bid as 
not to get all possible in- 
formation from your op- 
ponent's bid. 
q Don't be flustered by a 



AU CTION DON'TS 

double into shifting from 
what may be a sure thing 
into something unknown. 



^ 



OTHER METHODS OF 
DECLARATION 



"ONE TRICK BID" 



Bid 



AUCTION DON'TS 
DECLARATION— DEALER 

^ Don't declare original ^^Id 

good no trumper or sound red one Trick 

make, but in such instance 

declare one spade. 

^ Don't declare one spade 

with a "busted" hand, but 

one "no trump". 

^ Don't fail, when holding 

neither good no trump nor 

sound red make, but having a 

quick sure trick [Ace or both 

King and Queen], to bid one 

in that suit. If it be a spade 

Ace or spade King and 

Queen declare two spades. 



AUCTION DO N'T S 



INSTRUCTIONS TO PARTNER 
ON '^ONE TRICK BID" 



Instruc- 
tions to 
Declarer's 
Partner or 
Third Hand 
on ** One 
Trick Bid" 
System 



D 



ON'T take dealer out 
of a no trump unless: 
first, you have a make in 
your own hand without 
assistance from him; second, 
if you have nothing in the 
hand but six or seven inferior 
cards in diamonds or hearts 
and no sure winning cards 
in any suit; in other words, 
a heart or a diamond "bust," 
then take him out of his no 
trumper with a bid of two 
in the red suit. 



AUCTION DO N'T S 

^ Don't fail to take dealer 
out of one spade by calling 
the suit with one sure trick, 
in it. If there is absolutely 
nothing in the hand then 
call two spades. If the 
sure trick is in spades bid 
three spades. 
In playing the new count 

Spades - 2 

Clubs - 6 

Diamonds 7 

Hearts - 8 

Lilies (Royal 
Spades) 9 

No Trumps 10 



AUCTION D ON'T S 

regard Lilies as equivalent 
to hearts. 

Note, — A later develop- 
ment of this "one trick 
bid" system is to declare 
two spades when holding a 
sound red make or no 
trumps, reserving the one 
spade bid for a busted hand 
and thus limiting the 
penalty. 



AUCTION DON'TS 

BLACK SUITS "NO TRUMP" 
CALL 

A NOTHER method is 
•*- ^ thatin which the deal- 
er, if strong in the two black 
suits, bids "no trumps" re- 
gardless of the red suits. His 
partner takes him out with 
a call of "two" in a red suit 
if he be long and weak in 
that suit. 



PENAL TIES 



Brief of 
•Rules and 
Penalties 



DON'T forget following rules: 

A REVOKING side may not score 
''slam" or ''little slam." 

^ An error in the honor score may be cor- 
rected at any time before the score of the 
rubber has been settled, but an error in a 
trick score may only be corrected prior to 
the conclusion of the game in which it 
occurred, that conclusion being reached 
when a declaration has been made in the 
following game, or, if this be the final 
game, when the score has been made by 
and agreed upon. 

SThe Ace of Hearts is low in the cut^ 
llowing by diamond, club and spade. 

Q There must be a new deal if any card is 
faced; if the pack proves incorrect or im- 
perfect; if the dealer deals two cards at once 
and then deals a third before correcting the 
error; if the pack is not cut and either ad- 
versary calls attention to this before the 
completion of the deal and before either 
adversary has looked at any card. 



PENALTIES 

Q Dealing out of turn, must be corrected 
before the last card is played; otherwise 
the deal must stand. 

^ If a player make a declaration, either 
passing out of turn, either adversary may 
demand a new deal or allow the declaration 
to stand. 

^ If a player fail to declare a number of 
tricks sufficient to over bid the declaration 
he must make it the requisite number, pro- 
vided either adversary called attention to 
the bid, but if either adversary passes, 
doubles or makes a higher declaration the 
offense is condoned. 

^ An insufficient declaration corrected to 
the requisite number prevents the partner 
of the erroneous declarer from making any 
further declaration unless his adversaries go 
higher or double. 

jj[ After a final declaration has been made 
a player may not give his partner any notion 
as to any previous declaration, but a player 
may inquire at any time what was the final 
declaration. 



PENAL TIES 

fl| If a player double out of turn either ad- 
versary may demand a new deal. 

q The Dummy, until his cards are ex- 
posed, has all the rights of a player, but 
after may take no part whatever except to 
ask the declarer whether he have any of a 
suit which he may have refused ; to call the 
declarer's attention to the fact that too many 
or too few cards have been played to a 
trick; to correct the claim of either adver- 
sary to a penalty ; to call attention to the 
fact that a trick has been erroneously taken 
by the opponents; to participate in the dis- 
cussion of any question of fact after it has 
arisen ; to correct an erroneous score. 

q Should Dummy call attention to any 
other point in conseqence through which a 
penalty might have been exacted, the de- 
clarer's privilege to exact the penalty is 
forfeited. 

q If Dummy by touching a card, or other- 
wise suggest the play, either adversary 
may call upon the declarer to play or not 
play the card. 



P EN AL TIE S 

^ Dummy is not liable for a revoke. If 
the error be not discovered until the trick is 
turned and quitted, the trick must stand. 

" A card from the declarer's hand is not 
played until actually quitted, but if he only 
touch a card in dummy, such card is con- 
sidered as played unless he says ' ' I arrange. ' ' 

^ If any player exposes a card from his own 
hand before the declaration is finally deter- 
mined, the adversaries may demand a new 
deal. If the play be allowed to stand, 
however, the card is not an exposed card. 

^ If any player lead before the final 
declaration, his partner may not make any 
further bid, and the declarer may call the 
lead from the adversary whose turn it is 
to lead. 

^ If after the final declaration the third 
hand exposes a card the declarer may, in- 
stead of calling the card, require the leader 
not to lead that suit. 

^ Any card mentioned by either adversary 
as being held by him or his partner becomes 
an exposed card. 



P EN A L TIE S 

9 A card dropped on the floor or so held 
that an adversary, but not the partner, sees 
it is not an exposed card, 

5 If a declarer lead out of turn either from 
his own hand or dummy he incurs no 
penalty, but may not rectify the error after 
the second hand is played. 

fl If a player be called on to lead a suit, 
holding none of it, the penalty is paid. 

fl If any one except dummy play two or 
more cards to the same trick he is answer- 
able for any subsequent revokes he may 
have made. 

^ If the declarer revokes, his adversaries 
add 150 points in their honor column. 

H If either adversary revokes, the declarer 
has the choice of adding 150 points to his 
honor score or taking three tricks from his 
opponents. Such tricks may aid in making 
good his declaration, but not the score in 
bonus in the honor column in the case of 
a double or redouble, 

"when more than one revoke is made 



PENALTIES 

during the hand each revoke after the first 
counts 100 in the honor column. 

y The revoking side may not score except 
for honors in trumps or chicane. 

^ Partners may not consult as to enforce- 
ment of penalties. If they do consult the 
penalty is paid. 

^ No trick must be looked at after turned 
and quitted. Any player before the cards 
are touched to gather them together may 
demand the placing of the cards. 

^ If either of the adversaries before his 
partner has played calls attention to the 
trick, either by saying what it is, or with- 
out request by naming his card, the declarer 
may require partner to play his highest or 
lowest to win or lose the trick. 

9 When the declarer or his partner has in- 
curred a penalty the proper form is for one 
of the adversaries to say * 'Partner, will 
you exact the penalty or shall I?" But 
whether this is said or not, if either adver- 
sary name the penalty, that decision is final. 



P EN A L TIES 

^ If the wrong penalty be demanded none 
can be enforced. 

^ Unless a pack be imperfect no player 
may call for one new pack. There must 
always be two, and new cards must be called 
for before the pack be cut for the new deal. 







APR ^2 1912 



LIBRARY OF CONGRESS 

020 237 578 9 



